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January 24, 2021
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Features » Production
Matias Myllyrinne: The Advent Of Alan Wake 3
by Christian Nutt [04.12.10]
The Remedy man on the creative evolution of games, the production process of this long-in-development thriller, and the demands versus the opportunities afforded by the creation of DLC and the extension of the current generation.
Design, Production, Interview

Quick and Dirty Prototyping: A Success Story 19
by Paraluman Cruz [04.01.10]
Boomzap Entertainment has built a work style that emphasizes finding the fun before entering production, and here producer and designer Luna Cruz outlines how this results in high-quality titles.
Design, Production, Art

Postmortem: Double Fine's Brutal Legend 25
by Caroline Esmurdoc [03.25.10]
In this postmortem originally penned for Game Developer magazine, Double Fine Productions outlines some of the trials and tribulations that resulted in the rock god action/strategy epic Brutal Legend.
Audio, Business/Marketing, Design, Postmortem, Programming, Production, Art

The Mind And Heart Of Final Fantasy XIII 18
by Christian Nutt [03.22.10]
Director Motomu Toriyama speaks about the controversial and unexpected gameplay design of Final Fantasy XIII, the series' audience, and the possibilities that are open to the future of what's arguably the world's most popular video game RPG saga.
Business/Marketing, Design, Production, Interview

Interview: The Shape of God of War III 4
by Kris Graft [03.17.10]
Sony Santa Monica senior producer Steve Caterson talks the development processes and content concerns that informed the development of SCEA's biggest sequel of the generation -- and what the franchise's future may hold.
Business/Marketing, Design, Production, Interview

Your (Brief) Guide To GDC 2010 4
by Gamasutra staff [03.07.10]
Planning to attend this week's conference or follow the coverage on Gamasutra? We here present a relatively succinct guide to a conference jam-packed with fascinating and diverse talks, including guides to many promising sessions from top-notch international speakers.
Audio, Business/Marketing, Design, Production

The State of Agile in the Game Industry 21
by Clinton Keith [03.04.10]
Certified Scrum trainer and veteran developer Clinton Keith takes a look at the state of agile acceptance at gane studios, using survey data to identify common stumbling blocks, and presents here comments from developers on the process at their companies.
Business/Marketing, Production

In The Loop: Planning for Feedback in Video Game Audio Production 4
by Rob Bridgett [02.25.10]
Veteran audio designer Rob Bridgett (Scarface, Prototype) here outlines how audio designers can avoid creative fatigue and deliver the most compelling audio while collaborating on large studio projects.
Audio, Production

Postmortem: Sega/Other Ocean's Super Monkey Ball 2 4
by Ethan Einhorn [02.24.10]
The first was an App Store sensation, but what of its sequel? Sega's associate creative director on Super Monkey Ball 2 spells out the processes that led to the creation of the second game in the series -- including all the major triumphs and mistakes.
Business/Marketing, Design, Postmortem, Programming, Production, Art, Smartphone/Tablet

A Distinct Vision: Nick Earl And Visceral Games 10
by Christian Nutt [02.22.10]
EA's transformed its Redwood Shores development organization into Visceral Games, committed exclusively to high-profile action titles. How does that transition work? We speak to Nick Earl, the studio's general manager, to find out.
Business/Marketing, Design, Production, Interview